244,458 Commits over 3,898 Days - 2.61cph!
added new pipe tool texture atlas variant for more variety
Don't use file scoped classes for input action cells, ends up codegenning a really shit name for them and makes stack traces worse to read
Editor: Add inline text editing for input action name and group
https://files.facepunch.com/tony/1b0911b1/sbox_Pa9V155XnL.mp4
Reference Facepunch.ActionJigs, NodeGraph refactor
Allow references to Facepunch.ActionJigs in editor code
More plumbing for action editing
Updated ActionJigs
Some more node types
Support deserializing system types if TypeLibrary is okay with them
Error messages in node tool tips
Added GraphView.GetRelevantNodes
Node graph HandleConfig refactor
Allow arbitrary nesting in node creation context menu
Default handle color tweak
Update Facepunch.ActionJigs
Hotload: fix before / after constraints on upgrader ordering
Don't clear links / value when setting value / links on an input
Fixed getting relevant nodes for signals
Leaderboard backup, run #6533
Draw spheres, hulls and meshes when ModelCollider selected
Can get physics hull edges (for debug renderering)
Can get triangles from physics mesh
Add some faster line drawing functions to gizmo
Change grade context menu NRE fix
Merge from tutorial_island
Close any existing tutorial modals when opening a new one
Can no longer talk to the NPC between missions
Rename scientist to survivor
Removed ToggleClientBuoyancy
Different cherry-pick, this one has separate ragdoll entity, but position-matched to the corpse
Fix NRE during Kayak mission
Combine player_corpse and player_ragdoll, with the help of cherry picking a few old changesets
EntityMenu attributes on entities will now appear using proper english in the radial menu, even before we run phrases
Uses a new AddOptionPhrase method on ContextMenuUI, this can be used when manually adding options to a context menu (eg. wiretool) although I haven't updated those since we've already had them translated so they appear fine
v_mp5/v_usp: sync up with recent changes
FPArms: add sprinting anim to punching animgraph
FPArms: remove hold adjustment sequences from adjustment prefab
Get our entity in the HasObjUnderFeet check. Vehicles update associatedMountable to point to the base vehicle, which messed up the check
Filter out shapes on sphere and box queries
Add CWorldCastMultipleCallback for multiple casts
Merge from tutorial_island
Add a should collide callback so we can hijack the simulation filtering (naughty)
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Move cast callback to physicsfilter
Remove collision function mask stuff on body, only used on shape
Use our custom cast callback using physics filter for single casts to test
Setting collision attributes with no tags will add solid by default, important!
Setup kick gesture (hidden in wheel)
Shaved a second off the animation for more responsiveness
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Add CPhysicsFilter which is just our modified CRnCollisionFilter, we'll fork the physics library slightly to perform our own filtering
more wip mirror work, tweaked goldframe colours, tweaked paintable backboards, ao, added paintable material for standing frames so the background tiles better
Added Dracula Mask model/materials
ModelCollider - draw colliders (only capsule right now)
Start exposing CPhysAggregareData
PhysicsGroupDescription can get a list of parts, and their parts
Add Gizmo.Draw.LineCylinder (sucks)
Add BodyPart.Transform
charitable rust 2023 drops added to twitchdrops render scene. mannequins added. Some new lighting prefabs for drops items
Leaderboard backup, run #6516